|Guía Docente 2019-20|
DISEÑO 3D AVANZADO
|Subject:||DISEÑO 3D AVANZADO|
|Programme:||GRADUADO EN DISEÑO Y DESARROLLO DE VIDEOJUEGOS. 2013 (BOE 28/03/2014)|
|Year:||4||Teaching period:||Segundo Cuatrimestre|
|Classroom activities:||72||Individual study:||78|
|Main teaching language:||Inglés||Secondary teaching language:||Castellano|
|Lecturer:||LOPEZ ZARAGOZA, MOISES (T)||Email:||firstname.lastname@example.org|
Following this subject we will go through some of the most used software in the videogame industry regarding 3D art. Obtain the necessary knowledge to feel capable and confident in a professional scenario, giving rise at the same time to art and aesthetic vision, beeing part of the creative process that involves 3D sculpting, texturizing, baking textures, retopologies, rendering, etc.
PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:
|General programme competences||G07||Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems.|
|G10||Ability to master information and communication technologies and their application in their professional field.|
|Specific programme competences||E24||Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application.|
|E25||Ability to design and create graphical elements and their application in the development of video games.|
|E26||Ability to perform the design and creation of animated characters and their application in the development of video games.|
|Learning outcomes||R01||Understand and manage advanced tools for 3D design.|
|R02||In-depth study and editing of complex natures, double and triple curvature surfaces.|
|R03||Create environments and atmospheres for a fully digital world.|
|R04||Learn communication and graphic-plastic persuasion through 3-D information technology and post-production support for final viewing.|
Pasion and interest for videogames, their art, design and aesthetics. Creativity and imagination. Basic knowledge of a 3D program and 3D geometry basic components.
|1 - SUBJECT INTRODUCTION|
|1.1 - 3D in videogames, what and why its important|
|1.2 - Students tastes and abilities|
|2 - 3D MODELING|
|2.1 - Maya 2020|
|2.2 - Blender|
|2.3 - Zbrush|
|3 - TEXTURING|
|3.1 - Substance Designer|
|3.2 - Substance Painter|
|4 - RENDER|
|4.1 - Texture Maps and baking|
|4.2 - Scene|
|4.3 - Render|
Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.
TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:
Teaching and learning methodologies and activities applied:
This kind of classes will focus on presenting new concepts and software for wich the student will need theory backup to start using them. Each program is packed up with a large variety of tools and some times confussing interface. The objective of these sessions is to show as clear and easy as possible all the programs capabilities, and to solve all the doubts and problems the students can come up with. Thats why this short, fast paced theory presentations are crucial to the students development.
3D work requires a huge amount of time, effort and work. During class time, we will work through the different exercises and projects that will be shown throughout the course lifetime, this way, the student can be guided in the process, and problem solving is much more meaningful and easy.
Tutorial hours will be mainly focused on problem and doubt solving, as well as providing a platform for students to seek general guidance.
Integration of English language in the subject
This class will be completly in english, following CLIL basis and methodology of integrating languaje in classrooms.
Student work load:
|Teaching mode||Teaching methods||Estimated hours|
|Other theory activities||4|
|Practical work, exercises, problem-solving etc.||18|
|Other practical activities||10|
|Individual coursework preparation||18|
|Group cousework preparation||6|
Calculation of final mark:
*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.
BIBLIOGRAPHY AND DOCUMENTATION:
|SPENCER, Scott. ZBrush Character Creation: Advanced Digital Sculpting. John Wiley & Sons Ltd, 2008|
|SPENCER, Scott. ZBrush Digital Sculpting: Human Anatomy. John Wiley & Sons Ltd, 2010|
|WILLAIMSON, Jonathan. Character Development in Blender 2.5. Course Technology PTR; 1 edition 2011|
|PALAMAR, Todd; KELLER, Eric. Mastering Autodesk Maya 2012. John Wiley & Sons Ltd; Edición: 1 2011|
|VAUGHAN, WILLIAM. Digital Modeling. Pearson Education (Us); Edición: 01, 2011|
|LEGASPI, CHRIS. Anatomy for 3D Artists. Ingram Publisher Services, 2015|